Greetings, heathen. Perhaps some fortuitous blessing of Kraden's grace hath led you to our humble Temple, or perhaps you are simply curious about this strange and wonderful cult. Should you be willing - and dare to hope - to achieve enlightenment, the door opens before you. Lo! Leave your old life behind! For once you step through, you become something more than just yourself.

You become a Kradenette.

Are you willing to make the rapturous plunge? Do you have what it takes?

After extensive research and planning, weíre bringing back the greatest spectacle of an RP that the Temple has ever known. The one that reached dizzying heights and retarded lows.The retooled, reworked edition with a few new twists.

Whatís old (skip if you were in it, if you want)

Now, for those of you that werenít around back then or were just hipsters and didnít join the ridiculously huge RP, Clan Wars: Devastation and Reform was an RP that was the brainchild of our good buddy randomkrisguy ([radio edit] you and your new name bullshit, Kris, Iím not [radio edit]ing having it). It was supposed to be a tale of the war between the six Clans that share the beautiful lovely world that we call Weyard. It ended up being a cluster[radio edit] with little coherency, huge logistics issues, and an untold, absolutely ridiculous amount of hax never before seen in Temple RPs and not seen since. The RP was a true sandbox project. Here was Weyard, and hereís some territorial boundaries, and letís [radio edit]ing go. It was completely freeform, save for one unifying event at the beginning that was supposed to drive the plot (which failed because [radio edit] you Sol, you guys are pussies).

The RP swelled to ridiculous heights. Everyone, seemingly, was involved. There were countless plot threads, everyone was wheeliní and dealiní behind the scenes, carving their own piece of the story. There was discussion and planning at a ridiculous level. It was basically a [radio edit]ing strategy game, jfc. However, it wasnít to be. *citation needed for next section, this is how I saw it, please donít get mad at me other people in D&R at the time.The War, you see, was very short-lived, and constituted almost entirely of one battle that ended in a stalemate because no one was really sure who would win. Each side was supremely confident that they should be the victor, and as a result, no one really won. In fact, the war never really ended up being a war, as the Clan War part of the plot was completely scrapped and it instead turned to a

Spoiler: click to toggle

war against the gods themselves

. The clan war never got out of the planning stage.

Another thing that definitely caused some friction in D&R was how ridiculously unbalanced the characters were. In Templeverse, Elemental Stars granted you the ability to have ridiculously anti-army and anti-nation powers and made you virtually invincible and unkillable. Characters were killed and brought back to life willy-nilly, people could go back in time and shit, no fewer than all of the clans all had a measure to completely annihilate everyone and everything at any time. And as a result, if you werenít one of those chosen few that had an Elemental Star or created yourself your own WOMD, your character was pretty irrelevant.

For all of its failures, however, D&R was still one of the most fascinating RPs in the history of the Temple. To date, it is the only thing that I have seen literally engulf the Temple. Like, for a few month long period, the Clan Wars RP was the [radio edit]ing thing at the Temple. It dominated the sbox, conversation on MSN (this was before your queers had Skype), [radio edit]ing everything. People wrote fanfiction about it (Sunnyís is absolutely excellent, check it out sometime), there was a ridiculous amount of worldbuilding done (which pretty much defines the Templeverse Clans today), it was just amazing in its scope and scale. Blah blah blah, balancing issues, lack of overall directrion, etc. ANYWAY, onto the next.

Whatís new

Now, for the solutions.

1.Lack of directionLetís compare the original D&R to an economic system. There, we have hands-off, classic laissez-faire style in action. No intervention on the part of the GM for the better or worse. Literally none. As a result, one plot line became much bigger than the others, and all other stagnated. The rich got richer, the poor stayed poor and quit.

Now, letís compare that to another notable RP. Fall of Mars. Fall of Mars pretty much had the exact opposite problems as D&R. It was TOO structured, too controlled, and for the most part, that plot was dominated byt a small core group of roleplayers. As a result, it ended up stagnating. [radio edit]iní commies.

If D&R is your classic hands-off cutthroat capitalism, and FoM is your command economy Soviet Russia , what we proposed for CWR (working title) is more of a mixed economy. We, the GMs, plan to let you do whatever you want. To a point. If we ever believe that the plot is stagnating, or power is consolidating to one group of posters, we will intervene, and our decisions are final. For what kind of intervention you will see, well, youíre just going to have to wait and see.

2.HaxAs stated earlier, D&R was a haxfest. To combat that is in CWR, we will implement the following:1.Elemental Stars are in the lighthouses. They do not grant you any special powers. They do not make you unkillable hax machines. They are irrelevant.2.Clan Leaders are not godlike omnipotent beings that can utterly destroy anyone. They are significantly more powerful than your average Adept and can probably take down a good number of average Adepts single-handedly, but theyíre not going to be able to murder everyone and everything with a flick of their dick.

Sol and Luna. *please donít attack me, solians and lunarians* There were many, many, people, myself included, that took serious issue with some of the powers that were granted to Solians and Lunarians during D&R. Dracobolt and I have attempted to fix this while still remaining competitive with other clans. Here is our efforts:

tl;dr

Gravity: Deals with the manipulation of gravitational forces to slow down and hamperobjects. With gravity, foes can be slowed down, but they cannot be crushed into non-existance;they can only take certain amounts of damage. Gravity cannot be used to hold a foe completely in place for a long period of time; a second or two is probably as far as you can take it.

Necromancy: Deals with the manipulation of the damned, allowing users to zombify corpses and summon spirits. Necromancy is not permanent, and all zombies, skeletons, and spirits will fade after time. You cannot zombify the living.

Umbra: Deals with the manipulation of shadows and other dark forces. Umbra allows adepts to create shadows for limited periods of time, though the shadows cannot cause damage and fade after a period of time as well. Solid Shadow is retarded. You cannot create solid shadows, the very idea of the thing violates the rules of life we are governed by. They can be used for concealment and other similar purposes. Can also alter the mood of opponents.

Death: Perhaps a misnomer, Death deals with the manipulation of Poisons and acids to cause harm to your foe. This allows for poisoning, but does not instantly kill targets with nary a thought. Can break down defenses, but requires lots of Psy.

Null: Deals with the ability to dampen the power of Psynergy around you, mitigating damage caused by various Psys. Null DOES NOT, I REPEAT, DOES NOT INSTANTLY STOP ALL PSYNERGY, it fades after a while, and is especially vunerable to life-based Psynergies. Large scale Null is extremely difficult and energy inefficient to implement, though it can be done. Maintaining it full time, however, is nigh-impossible.

Sol

Healing: Deals with the ability to cure wounds and cleanse the body of impure detriments. It is only in Sol's power that Haunting and Curses will leave. Again, all rules apply to Sol that previous clans had.

Holy: Deals with the manipulation of searing light to burn foes and judge the wicked. Though Holy Psynergies burn through foes, they eat Psynergy like candy. This DOES NOT ENTAIL MAGICALLY GROWING ANGEL WINGS, ANGELS DO NOT EXIST. Holy is the Solianís general offensive Psynergy, it is not a catch-all that can be manipulated however you so choose.

Crystal: Deals with the manipulation of the formation of crystal objects. This allows adepts to create sharp crystals as projectiles or for defenses, but does not entail crystallizing people, creating entire suits of armor, or other things.

Illusion: Deals with the refraction of light to make the impossible appear possible. Illusions can fool some people, but in no way can an illusion cause or stop damage, as it does not actually exist.

Time: Deals with the manipulation of Time. Time can only be manipulated by high-level Sol Adepts. With Time, Solians can temporarily stop time occasionally and speed up themselves slightly. Solians can also put themselves on a second ahead or behind or so, allowing them to be effectively invisible. In this state, however, they are completely unable to interact with their environment. They are aware of what is going on, but they cannot alter or affect anything. Purely for espionage purposes. No one can time travel or erase people from existence. Or de-age people.

4. BattlesAnother reason that D&R never took off as planned was the lack of the organization for the battle system. Itís difficult to have a Clan War without a vehicle to have the battles, you know. As far as I can tell, the formula for depicting the winner of a battle in D&R was who demonstrated that they possessed the largest e-penis**citation needed

In its place, we hope to implement something that was a hallmark of something rooted deep in the Templeís past. Something that helped create the Tempel we know today, that resulted in some of the most prolific members weíve seen

Age of AdeptsFor those of you that werenít around, Age of Adepts was an RP with three competing factions who were jockeying for WEYARD DOMINATION. When two factions met for battle, conflicts were decided by as follows.1.Two competing factions meet.2.Each competing faction writes their own piece as to how the battle went3.A panel reviews both versions of the battle, and whichever one they decide is higher quality based on plausibility, quality of writing, and just plain epicness is the winner.Now, in AoA, they were voted on by the general public. However, for this version of CW, I propose that we appoint a group of judges, from which, we will pick three for each decision. The group will be composed of one or two reps from each Clan, and will be composed entirely of non-participants in the battle, in an attempt to eliminate bias.

There is another solution, however. If the two sides come to a mutual agreement about how the battle should end, then the battle will end that way. The same process will apply to individual battles as well. If they both want to win, they write their posts and send it ot the committee. IF they can come to an agreement, then thatís binding.

So, the rest of this thread is a thread for questioning and commenting, to gauge interest in this RP. If I get enough, I'll continue with it. If not, then I'll shoot myself. Anyway, have at it.

Also, the angel wings was actually avian, it came with a corresponding decrease in bone density and thus strength. Saturos was basically a glass cannon (but of course, a GOD by the end of it).That being said, I love the revisions you made to Sol and Luna. They're actually plausible now, but still fun.

sounds fun... I just hope it'll last past 7 months if it goes through. That'll be when I can has net again, after training...

Laughing so much tonight.

Also, completely in. Jacob has stated the way Clan Wars started, progressed, and ended/is ending extremely well. I'm very interested in a redux, especially one that makes an effort to tie things together coherently, as well as reducing the hax that began to take over the RP.

It seems to me that with these modifications, Luna doesn't really have much to work with offensively in terms of psynergy. I don't really have an issue with this, however. The psynergy domains we came up with for Sol and Luna were interesting, but I think we got too carried away with creativity and what we could theoretically (and even using that to describe a lot of the things we did is a stretch) do.

If we use this system instead, Luna Adepts strike me less as overwhelming presences of crushing evil and darkness, and more as the subtle incarnations of shadow they could be. Assassins, sneaks, users of poison and other debilitating effects to make their opponents easier to take down. Deceitful and underhanded, rather than blatantly cruel and formidable.

That's how I'd like to write my character, at least. Not sure if I'd bring Necare back into this. I might actually like to focus more on Terakin, or a different character entirely. Terakin was always less psynergy-oriented and leaned toward the old reputations Luna had for being emotional terrors (the impact she had on Iskveda) and users of intricate torment (her implied mastery of torture methods and instruments.)

I must also say that I love the way we would handle battles this time around. I've actually considered using such a system for a few smaller projects ideas for the Temple I've had in the past. I'd like to see it implemented for a major undertaking as this.

There were many, many, people, myself included, that took serious issue with some of the powers that were granted to Solians and Lunarians during D&R. Dracobolt and I have attempted to fix this while still remaining competitive with other clans. Here is our efforts:

The link right below the tl;dr

>The exact same words used for Sol and Luna appear right at the end of this>Topic Creator: Jackal

Interesting. I'd love to join, but... I've been stuck in one hell of an RP rut for the last several years, so... Well, I'll be watching for sure. I still think you kinda have to grasp at straws to get five aspects for every elements, but you seem to have added some regulations to make them work, so that's good. Looks like a fun read - let's hope that y'all make sure you don't have crazy high ranks like I've seen before, though.

There were many, many, people, myself included, that took serious issue with some of the powers that were granted to Solians and Lunarians during D&R. Dracobolt and I have attempted to fix this while still remaining competitive with other clans. Here is our efforts:

The link right below the tl;dr

>The exact same words used for Sol and Luna appear right at the end of this>Topic Creator: Jackal

I'm having some issues here, you two. >: |

There were a decent amount of changes made from your topic, bro. Read closely <_<.